• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[video=youtube;y9G6SzVv4rQ]http://www.youtube.com/watch?v=y9G6SzVv4rQ[/video]
what does "sv_artifact_respawn_delta" does? And its 30
[QUOTE=aurum481;44353427]what does "sv_artifact_respawn_delta" does? And its 30[/QUOTE] Isn't that some convar for multiplayer gamemodes?
sv is a server variable presumably
[QUOTE=Muukkis;44352526]I'm pretty sure most of it has to do with spawns. Vanilla SoC and CoP are extremely stable but when you start piling mods that change the spawns or change the way the A-Life works, you'll start to get crashes and bad spawns. Like the infamous AMK Controller crash or in CoP M.S.O. the Pseudogiants cause some annoying crashes. A lot of the time when I've had a :stack trace: in CoP I've been able to track it down to a Pseudogiant that does an attack that for some reason keeps crashing the game.[/QUOTE] Ah, so then what would be the most polished and stable mod for CoP? Misery has horrible load times for me and IMO it looks really ugly, Autumn Aurora for SoC looks much much better
Don't they draw heavily from the same textures? Anyway, if you do find Misery's style ugly, you can just drop AbNat lite on it to make most of the problems go away.
[QUOTE=Danny.B;44353522]Ah, so then what would be the most polished and stable mod for CoP? Misery has horrible load times for me and IMO it looks really ugly, Autumn Aurora for SoC looks much much better[/QUOTE] It's STALKER: Complete obviously. But in a serious sense, out of all of the CoP mods i've played, SGM 2.1 is the most stable. Many people here won't believe me, but it's a really damn stable mod.
Anyway slept through and supposedly passed few emissions but artefacts at circus nor farmstead and that underground cave bullshit reappeared. What do I do for money (and Kolobok) now?
I ended up merging Pripyat Reborn, OWR2 w/ weapons, Atmosfear(actually already in Reborn), AbNature3 and Absolute Structures and it actually works :v: But gonna stick with SoC for the time being
[QUOTE=Danny.B;44353522]Ah, so then what would be the most polished and stable mod for CoP?[/QUOTE] As per stable mods go, I think that SGM is generally a pretty stable mod, polished it isn't, but it's not entirely a retarded kitchen sink like many mods that incorporate the same amount of content tend to be. It's kind of a very thought out mod all things withstanding. Also if you just want a simple A-Life upgrade, I've been playing with M.S.O.+AtmosFear 3 and it's been fun enough because of the much more dynamic A-Life but it's got some issues like it sometimes crashes once per hour or sometimes it doesn't crash at all for several play sessions but it seems that usually rolling to a previous save and sleeping before the crash happens tends to fix it so it might be just spawn related. M.S.O. also broke some quests for me such as the Gauss rifle mission being unable to complete fully (I couldn't give the fixed rifle to Kovalsky but thankfully that wasn't mandatory) and when I tried to do One Shot, some bandits and mutants attacked the mercs before they were even visible and the mission failed. Still, not too bad and I even took the mod to freeplay after the end, which I usually won't do since I tend to just freeplay around with a mod for months and then just get burnt out before the ending but here, I've played the mod on and off for roughly 6 months and I have no real intention of stopping yet. [QUOTE=aurum481;44353776]What do I do for money (and Kolobok) now?[/QUOTE] Do you have an upgraded detector or are you still trying to hunt for artifacts with the Echo detector ? Because only the most basic artifacts can be found with the Echo detector and you'll need to upgrade to "Bear" or "Veles" detector to find the better artifacts. The anomalies apparently stop spawning the low-tier artifacts fairly quickly so you should get a better detector as soon as possible. [editline]herp[/editline] [QUOTE=Danny.B;44353859]Thanks for the suggestions[/QUOTE] No problem. By the way, on the topic of MSO, I've slightly heard through the grapevine that Pripyat Reborn might later include new spawns or something, so MSO might get outdated after that so it's useful to keep tabs on that.
[QUOTE=Muukkis;44353811][/QUOTE] Thanks for the suggestions, I'm obviously too lazy to research and not really informed on latest mods so I'm really grateful for these
Yeah I have Bear detector.
[QUOTE=aurum481;44354198]Yeah I have Bear detector.[/QUOTE] In that case, try doing some other anomalies. If you want to find a Kolobok artifact specially, they only spawn in Chemical anomalies and in Zaton, they don't apparently spawn in Yanov for some reason and the chemical anomalies in Zaton are mainly the Swamp with the helicopter and the Oakpine anomaly. You might also want to try going to the Iron Forest and Psychic Crack(I forget what it's called) anomalies as well as the Dredge Station and Boiler.
Does CS 2014 have pistol iron sights? Playing vanilla CS without them always bugged me.
[QUOTE=Muukkis;44354264] and Psychic Crack(I forget what it's called)[/QUOTE] I always wondered if it was a coincidence they called that anomaly "Scar".
[QUOTE=Muukkis;44353811] No problem. By the way, on the topic of MSO, I've slightly heard through the grapevine that Pripyat Reborn might later include new spawns or something, so MSO might get outdated after that so it's useful to keep tabs on that.[/QUOTE] I won't go too over board with spawns as it can break quests but I did add more variety. The 1.14 changelog is gigantic; probably biggest update I have ever done. Lucky for everyone most of the Call of Chernobyl scripted enhancements/features will be non-exclusive. But 1.14 will probably be the last Pripyat Reborn update for a long time, with the exception of bug fixes. changelog: [url]http://pastebin.com/9ewhAm4S[/url]
[url=http://survarium.com/en/news/5-new-screenshots-released]Survarium has 5 new screenshots[/url]
[QUOTE=aurum481;44353776]Anyway slept through and supposedly passed few emissions but artefacts at circus nor farmstead and that underground cave bullshit reappeared. What do I do for money (and Kolobok) now?[/QUOTE] You can find a Kolobok on the tree at the top of the Oakpine anomaly (It's a fixed spawn)
[QUOTE=Doneeh;44357042]I always wondered if it was a coincidence they called that anomaly "Scar".[/QUOTE] Well, it does look like a giant scar. I wonder how it formed.
Pripyat Reborn update [url]http://www.moddb.com/mods/pripyat-reborn/downloads/call-of-pripyat-reborn-114[/url] [quote] - New Trade jobs added to Zaton Skadovsk and Jupiter base[/quote] what does this mean
[video=youtube;XtiqSLCFy4M]http://www.youtube.com/watch?v=XtiqSLCFy4M[/video] [B]OGSE[/B]. These guys :v:
Doesn't look like real volumetric lighting.
[QUOTE=alundaio;44357460]I won't go too over board with spawns as it can break quests but I did add more variety. The 1.14 changelog is gigantic; probably biggest update I have ever done[/QUOTE] This is all very interesting and the added hostile mercenary spawns in Zaton and Jupiter sealed the deal for me so I downloaded the mod, hoping to maybe one day replace M.S.O with it. One question, though : does Reborn have the same dealie as M.S.O. where it blurs the lines between factions by making stalkers, duty and mercs wear the Berill-5M and mercs, bandits and Monolith wear bandit jackets ? Completely understandable if they do, but I'm not entirely fond of that because it kind of robs the factions of their unique identities so it would be nice to know that I need to tweak it myself before replacing my M.S.O. install with it.
[QUOTE=rikimaru6811;44358576]Doesn't look like real volumetric lighting.[/QUOTE] Define 'real' volumetric lighting? [QUOTE][I]Volumetric lighting is a technique used in 3D computer graphics to add lighting effects to a rendered scene. [B]It allows the viewer to see beams of light shining through the environment;[/B] seeing sunbeams streaming through an open window is an example of volumetric lighting, also known as crepuscular rays. The term seems to have been introduced from cinematography and is now widely applied to 3D modeling and rendering especially in the field of 3D gaming.[/I][/QUOTE]
I got Clear Sky on Steam yesterday? Link me the BEST firearms mod(s)
[QUOTE=LoNer1;44358786]Define 'real' volumetric lighting?[/QUOTE] Does it calculate the volume dynamically in real-time?
[QUOTE=rikimaru6811;44358881]Does it calculate the volume dynamically in real-time?[/QUOTE] This is also a grey area for me, but seeing as they've [URL="http://www.moddb.com/mods/old-good-stalker-evolution/images/volumetric-fog-demonstration4#imagebox"]included volumetric fog[/URL] already, why not believe they've achieved lighting as well. We're talking about a professional reverse engineer here (KD) who's working with the mod. Let me tell you when he gave me a 'small' tutorial on shader editing I quit doing it :v: Still, defending him without real facts to back it up is useless. We'll hear more soon, hopefully. It could just be me, but the light in the back of the room also looks volumetric. Could be placebo, though, or video compression
just fyi, volumetric lights are as default included in the CoP SDK, you can place them no problem in the LE, but they devour FPS. dunno if it's the same for SoC, probably not
IS there a Dynamic News for SGM 2.1 translated?I've uninstalled SGM 2.1 with intergration pack(A.I issues and other stuff), and installed everything expect intergration pack from david m.e moddb, but this goddamn dynamic news untranslated bothers me.
[QUOTE=Beacon;44358986]just fyi, volumetric lights are as default included in the CoP SDK, you can place them no problem in the LE, but they devour FPS. dunno if it's the same for SoC, probably not[/QUOTE] There is no VL in SoC lawl. Also, didn't smrtr enable folumes without a big FPS hit? IIRC he posted a pic of a hallway with volumetric fog. And now I read your reply you said [B][I]lights[/I][/B], not [B][I]fog[/I][/B]. :v: silly me.
Sorry, you need to Log In to post a reply to this thread.